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====Melee==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons: <div class="mw-collapsible-content"> *'''Blade of Magnus''' - Magnus's big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as dealing d3 MW if your target doesn't die, just in case. *'''Brutal assault weapon''' - Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists. *'''Chainsword''' - Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks. *'''Daemon jaws''' - The dino-head of the Forgefiend if you don't have the Plasma-Head. AP-1, D2. *'''Daemon Prince Weapons''' - Malefic Talons are stock, You can trade out a set of claws for either option for 10pts. **'''Daemonic axe''' - S+2 AP-2 D3. **'''Hellforged sword''' - S+1 AP-3 D3. **'''Malefic talons''' - SUser AP-1 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free. ***Thousand Sons 9e has shaken up the Daemon Prince weapons considerably. The nerf to the Talons and buffs on the other two options push each into a niche. That said, the Hellforged Sword likely takes the spot as the best TAC option. *'''Defiler claws''' - Deffy doesn't suffer -1 to hit when he give you 6 wounds to the face. *'''Defiler scourge''' - Deffy DOES get 3 extra attacks with this if he's got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks. *'''Disc of Tzeentch's blades''' - 1 additional S4 attack. *'''Divining Spear''' - S+1 AP-1 D2. Maybe not impressive with the low number of attacks that enlightened birdgoats get but it makes them a perfectly good harassment unit for the price. *'''Force weapons''' - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers. **'''Force Staff''' - S+3 AP-1. Packs a punch in general, but is especially effective against GEQs, these also do well against armies like Harlequins who have an army-wide invulnerable save yet are still terribly squishy. **'''Force Axe''' - S+2, AP-2. Lost the unwieldy rule and is all the better for it, even if these are slightly more expensive than the other 2. These are now a jack of all trades and make a good fit for "take all comers" armies. **'''Force Sword''' - S+1, AP-3. Focused mostly on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. Sadly, the fact it's d3 damage and not a flat 2 makes it [[Fail|worse than the Khopesh]]. *'''Helbrute fist''' - S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don't have -1 to the attack roll. *'''Helbrute hammer''' - The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable. *'''Heldrake claws''' - S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your 'drakes. Use them to shred through some hapless character in the enemy backline. *'''Hideous mutations''' - The Spawn's claws and tentacles. Very respectable at AP-2 and 2 damage. *'''Lasher tendrils''' - The Maulerfiend's other option. Gives 6 extra attacks at AP-2 D1 to shred your way through any infantry you encounter. *'''Maulerfiend fists''' - Powerfist without the -1 to hit and with a d3+3 damage. Nasty. *'''Power scourge''' - Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks. *'''Power weapons<sup>Legends</sup>''' - Now all legends, no loss because they're just D1 Force Weapons sans the Fist: **'''Power fist''' - Sx2, AP-3, D3 damage. Lost the unwieldy rule like the axe, however it has a -1 to hit now. However it still packs a solid punch of d3 damage. Helbrute Power Fist ignores the -1 to hit and does a flat 3 damage per swing. *'''Prosperine Khopesh''' - A fancy master-crafted Egyptian sword that your Terminators come with by default and your Exalted Sorcerers can take for a mere 5 points. It's +1S AP-3 D2, so a [[Derp|better/more reliable Force Sword]]. Carve through marines to your hearts content. *'''Tzaangor blades''' - Chainswords with AP-1. Amazing. </div></div>
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